I'd be interested in an overhauled inefficiency model, as it doesn't seem quite right that my base 32 tiles from my HQ but connected with mag tubes in the post-orbital game loses half its energy even if I have a paradigm economy.
No hard cap on specialists should be necessary. You are right in that the supply crawler facilitates all-specialist bases, but I also can't imagine each farmer only feeding nine other people in the year 2200 (condensor-farm-enricher on a nutrient bonus plus satellites). Automated crawlers make perfect sense, but effectively manufacturing citizens is very powerful.
No hard cap on specialists should be necessary. You are right in that the supply crawler facilitates all-specialist bases, but I also can't imagine each farmer only feeding nine other people in the year 2200 (condensor-farm-enricher on a nutrient bonus plus satellites). Automated crawlers make perfect sense, but effectively manufacturing citizens is very powerful.
Comment